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 Actors as Gibs? 
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Post Actors as Gibs?
Well, here is the rundown. I am trying to make Zalo's mini dummy gib into two of itself, but I am having some trouble doing so. I added a gib to the head, and it looks like this:

Quote:
AddGib = Gib
GibParticle = AHuman
CopyOf = Mini Dummy
Offset = Vector
X = 0
Y = 0
Count = 2
Spread = 5
MinVelocity = 0
MaxVelocity = 0
GibImpulseLimit = 100
GibWoundLimit = 3
GibSound = Sound
CopyOf = BoneCrack


Basically, I can't figure out what to set AddGib and GibParticle equal to. Please help, because I want a wave of lag to crush my enemies as soon as possible.

EDIT: I also want to mention that the lines are properly indented in the actual ini file, but I can't get them to show up right on the forums.


Wed Mar 09, 2011 2:46 am
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Post Re: Actors as Gibs?
I think those are fine, did you try running it?
Maybe the problem is in another thing. Did you define the mini-dummy before?
Because if you are inserting it the first time you define it it won't work.


Wed Mar 09, 2011 3:11 am
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Post Re: Actors as Gibs?
I tried running it, and it refuses to comply. I don't I have defined the mini dummy yet, though. How does one do that?


Wed Mar 09, 2011 3:16 am
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Post Re: Actors as Gibs?
Well, simply define it. Like defining the actor, you know.
Defining every of it's parts (arms, head, legs, other attachables), then AddActor = AHuman and all that things.

After you define it, you can make a CopyOf of it and in the end add AddGib = Gib and all the thing about the MiniDummy you defined first.

So, it would be something like this:

Code:
Definition of Arms
Definition of Legs
Definition of Head

AddActor = AHuman
   PresetName = Mini Dummy "Gib"
...

AddActor = AHuman
   CopyOf = Mini Dummy "Gib"
   PresetName = Mini Dummy
   AddGib = Gib
      GibParticle = AHuman
      CopyOf = Mini Dummy "Gib"
...


Wed Mar 09, 2011 3:27 am
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Post Re: Actors as Gibs?
Is recursive gibbing even possible? I didn't think that you could have an object gib into itself.


Wed Mar 09, 2011 4:12 am
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Post Re: Actors as Gibs?
You have to completely redefine the actor a second time, this time using itself as a gib. It is fully possible and isn't that hard once you get the hang of it.


Wed Mar 09, 2011 5:16 am
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Post Re: Actors as Gibs?
Is it not possible to use lua to create an instance of itself as well?


Wed Mar 09, 2011 6:31 am
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Post Re: Actors as Gibs?
The .ini method works just as well and is probably less laggy.


Wed Mar 09, 2011 7:53 am
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Post Re: Actors as Gibs?
Ok, thank you guys. Huge help! I hadn't defined a new AHuman to use as a gib (ie. mini dummy "gib"). I was just trying to make the gib a copy of the normal "mini dummy". Thanks again!


Wed Mar 09, 2011 1:41 pm
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Post Re: Actors as Gibs?
I got it working, so now I need to work on the spread and count. I need to get that "wave" effect.


Wed Mar 09, 2011 9:50 pm
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Post Re: Actors as Gibs?
And if you make it gib into an AEmitter that emits Mini Dummies at different speeds?
That can make it look wavy.


Wed Mar 09, 2011 10:21 pm
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Post Re: Actors as Gibs?
I meant getting the mass of becoming a wave, but that sounds like it would work better. I am now wrestling with the problem of the mini dummies that gib from the original, because they don't gib into their own mini dummies. I got the "second generation" to gib into more, but the "third generation" didn't gib into more. It seems that, unless I utilize AEmitters, I would have to add a separate gib into each generation of gibs.


Wed Mar 09, 2011 11:03 pm
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Post Re: Actors as Gibs?
You have to define them a lot of times and repeat the process you did the first time to make more "generations" gib.


Wed Mar 09, 2011 11:08 pm
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Post Re: Actors as Gibs?
Or you could use luamajiggers to do the thingamajigger.


Thu Mar 10, 2011 2:40 am
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Post Re: Actors as Gibs?
I can't use these "lua" incantations you speak of. Their magic level is beyond my grasp.


Thu Mar 10, 2011 2:50 am
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